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when it comes to a fight game...

when it comes to a fighting game what do you guys think is the most importing part to get the game right and what game(s) has been made right.

i am not sure what to think about fighting games cause i have been a rpg fan all my life and it was about a year ago that i found out about mugen. so my other question is what fighting game is a game i must play that had an impact.

Re: when it comes to a fight game...

If it's based on some existing franshise, get the art direction and overall feeling of the game true to the source (Excelent example, Jojo, Bleach DS; mediocre example, Hokuto no Ken)If it's a sequel, try to be innovative and bring new content, don't stall with useless minor updates..especially for years (Hello GGX)Overall, a good game should keep a balance and good quality between the obvious (graphics, gameplay, music) and most importantly, innovation...if not, people will be bored with few hours of gameplay, as [E] stated.

Re: when it comes to a fight game...

ok i see what you guys mean, let me put mortal kombat into this if nobody minds. i have not played any new mortal kombat games at all just the ones for snes. what do you guys think how mortal kombat has become?

Re: when it comes to a fight game...

ok no fighting game is perfectly balanced remember that.and almost all games have infinite combos. except for guilty gear im not sure since i don't play that shit.

For me the game could be played casual for fun but can be a separate game when it comes to tournament level play mvc2 is a good example.as well as smash bros. but its a party game so i really don't like it.

Re: when it comes to a fight game...

i doubt you'll turn into a hardcore tournament player like myself so just have fun with the games you play most of the games are in mame so give that a try. and hay third strike i think has been emulated so more goodness my nigga.

Re: when it comes to a fight game...

Good functioning controls, I know capcoms six button layout etc is kind of taken for granted now, but I remember playing a game or two that the controls made me cringe *less in fighters more in other stuff* Balance as far as having it be difficult to 1 combo kill or set an infinite, because they will be there, just make sure that using them is risky enough that the person trying to initiate can't get it off in real play, like the goodness of Super Turbo, A varied Roster is better than a big Roster, 24 characters that play exactly the same is far inferior to 8 who are varied in their abilities *this may be why I'm not as much of a fan of mortal kombat* Have the glitches that happen be minor, non game breaking, and most of all not retarded *handcuffs+magic throw = LOL WW guile*